gstreamer/sys/d3d11/gstd3d11shader.cpp

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/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
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#include "gstd3d11shader.h"
#include "gstd3d11pluginutils.h"
#include <gmodule.h>
#include <wrl.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
G_BEGIN_DECLS
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GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
G_END_DECLS
/* *INDENT-ON* */
static GModule *d3d_compiler_module = NULL;
static pD3DCompile GstD3DCompileFunc = NULL;
gboolean
gst_d3d11_shader_init (void)
{
static volatile gsize _init = 0;
if (g_once_init_enter (&_init)) {
#if GST_D3D11_WINAPI_ONLY_APP
/* Assuming that d3d compiler library is available */
GstD3DCompileFunc = D3DCompile;
#else
static const gchar *d3d_compiler_names[] = {
"d3dcompiler_47.dll",
"d3dcompiler_46.dll",
"d3dcompiler_45.dll",
"d3dcompiler_44.dll",
"d3dcompiler_43.dll",
};
guint i;
for (i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
d3d_compiler_module =
g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
if (d3d_compiler_module) {
GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
(gpointer *) & GstD3DCompileFunc)) {
GST_ERROR ("Cannot load D3DCompile symbol from %s",
d3d_compiler_names[i]);
g_module_close (d3d_compiler_module);
d3d_compiler_module = NULL;
GstD3DCompileFunc = NULL;
} else {
break;
}
}
}
if (!GstD3DCompileFunc)
GST_WARNING ("D3D11 compiler library is unavailable");
#endif
g_once_init_leave (&_init, 1);
}
return !!GstD3DCompileFunc;
}
static gboolean
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compile_shader (GstD3D11Device * device, const gchar * shader_source,
gboolean is_pixel_shader, ID3DBlob ** blob)
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{
const gchar *shader_target;
D3D_FEATURE_LEVEL feature_level;
HRESULT hr;
ID3D11Device *device_handle;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> ret;
ComPtr<ID3DBlob> error;
/* *INDENT-ON* */
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if (!gst_d3d11_shader_init ()) {
GST_ERROR ("D3DCompiler is unavailable");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
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if (is_pixel_shader) {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "ps_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "ps_4_0_level_9_3";
else
shader_target = "ps_4_0_level_9_1";
} else {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "vs_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "vs_4_0_level_9_3";
else
shader_target = "vs_4_0_level_9_1";
}
g_assert (GstD3DCompileFunc);
GST_TRACE ("Compile code \n%s", shader_source);
hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL,
NULL, "main", shader_target, 0, 0, &ret, &error);
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if (!gst_d3d11_result (hr, device)) {
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const gchar *err = NULL;
if (error)
err = (const gchar *) error->GetBufferPointer ();
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GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
(guint) hr, GST_STR_NULL (err));
return FALSE;
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}
if (error) {
const gchar *err = (const gchar *) error->GetBufferPointer ();
GST_DEBUG ("HLSL compiler warnings:\n%s\nShader code:\n%s",
GST_STR_NULL (err), GST_STR_NULL (shader_source));
}
*blob = ret.Detach ();
return TRUE;
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}
gboolean
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
const gchar * source, ID3D11PixelShader ** shader)
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{
ID3D11Device *device_handle;
HRESULT hr;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> ps_blob;
/* *INDENT-ON* */
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
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if (!compile_shader (device, source, TRUE, &ps_blob)) {
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GST_ERROR ("Failed to compile pixel shader");
return FALSE;
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}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
ps_blob->GetBufferSize (), NULL, shader);
if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
return FALSE;
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}
return TRUE;
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}
gboolean
gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source,
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
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{
ID3D11Device *device_handle;
HRESULT hr;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> vs_blob;
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11InputLayout> in_layout;
/* *INDENT-ON* */
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (input_desc != NULL, FALSE);
g_return_val_if_fail (desc_len > 0, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
g_return_val_if_fail (layout != NULL, FALSE);
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if (!compile_shader (device, source, FALSE, &vs_blob)) {
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GST_ERROR ("Failed to compile shader code");
return FALSE;
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}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), NULL, &vs);
if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
return FALSE;
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}
hr = device_handle->CreateInputLayout (input_desc,
desc_len, vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), &in_layout);
if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
return FALSE;
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}
*shader = vs.Detach ();
*layout = in_layout.Detach ();
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return TRUE;
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}
struct _GstD3D11Quad
{
GstD3D11Device *device;
ID3D11PixelShader *ps;
ID3D11VertexShader *vs;
ID3D11InputLayout *layout;
ID3D11SamplerState *sampler;
ID3D11BlendState *blend;
ID3D11DepthStencilState *depth_stencil;
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ID3D11Buffer *const_buffer;
ID3D11Buffer *vertex_buffer;
guint vertex_stride;
ID3D11Buffer *index_buffer;
DXGI_FORMAT index_format;
guint index_count;
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
guint num_srv;
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
guint num_rtv;
};
GstD3D11Quad *
gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
ID3D11SamplerState * sampler, ID3D11BlendState * blend,
ID3D11DepthStencilState * depth_stencil,
ID3D11Buffer * const_buffer,
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ID3D11Buffer * vertex_buffer, guint vertex_stride,
ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
{
GstD3D11Quad *quad;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
g_return_val_if_fail (pixel_shader != NULL, NULL);
g_return_val_if_fail (vertex_shader != NULL, NULL);
g_return_val_if_fail (layout != NULL, NULL);
g_return_val_if_fail (vertex_buffer != NULL, NULL);
g_return_val_if_fail (vertex_stride > 0, NULL);
g_return_val_if_fail (index_buffer != NULL, NULL);
g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL);
quad = g_new0 (GstD3D11Quad, 1);
quad->device = (GstD3D11Device *) gst_object_ref (device);
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quad->ps = pixel_shader;
quad->vs = vertex_shader;
quad->layout = layout;
quad->sampler = sampler;
quad->blend = blend;
quad->depth_stencil = depth_stencil;
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quad->vertex_buffer = vertex_buffer;
quad->vertex_stride = vertex_stride;
quad->index_buffer = index_buffer;
quad->index_format = index_format;
quad->index_count = index_count;
pixel_shader->AddRef ();
vertex_shader->AddRef ();
layout->AddRef ();
vertex_buffer->AddRef ();
index_buffer->AddRef ();
if (sampler)
sampler->AddRef ();
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if (blend)
blend->AddRef ();
if (depth_stencil)
depth_stencil->AddRef ();
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if (const_buffer) {
quad->const_buffer = const_buffer;
const_buffer->AddRef ();
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}
return quad;
}
void
gst_d3d11_quad_free (GstD3D11Quad * quad)
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{
g_return_if_fail (quad != NULL);
GST_D3D11_CLEAR_COM (quad->ps);
GST_D3D11_CLEAR_COM (quad->vs);
GST_D3D11_CLEAR_COM (quad->layout);
GST_D3D11_CLEAR_COM (quad->sampler);
GST_D3D11_CLEAR_COM (quad->blend);
GST_D3D11_CLEAR_COM (quad->depth_stencil);
GST_D3D11_CLEAR_COM (quad->const_buffer);
GST_D3D11_CLEAR_COM (quad->vertex_buffer);
GST_D3D11_CLEAR_COM (quad->index_buffer);
gst_clear_object (&quad->device);
g_free (quad);
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}
gboolean
gst_d3d11_draw_quad (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
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{
gboolean ret;
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g_return_val_if_fail (quad != NULL, FALSE);
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gst_d3d11_device_lock (quad->device);
ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
srv, num_srv, rtv, num_viewport, dsv, blend, blend_factor);
gst_d3d11_device_unlock (quad->device);
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return ret;
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}
gboolean
gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
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{
ID3D11DeviceContext *context;
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UINT offsets = 0;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11BlendState *blend_state = blend;
g_return_val_if_fail (quad != NULL, FALSE);
g_return_val_if_fail (viewport != NULL, FALSE);
g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE);
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context = gst_d3d11_device_get_device_context_handle (quad->device);
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context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
context->IASetInputLayout (quad->layout);
context->IASetVertexBuffers (0, 1, &quad->vertex_buffer, &quad->vertex_stride,
&offsets);
context->IASetIndexBuffer (quad->index_buffer, quad->index_format, 0);
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if (quad->sampler)
context->PSSetSamplers (0, 1, &quad->sampler);
context->VSSetShader (quad->vs, NULL, 0);
context->PSSetShader (quad->ps, NULL, 0);
context->RSSetViewports (num_viewport, viewport);
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if (quad->const_buffer)
context->PSSetConstantBuffers (0, 1, &quad->const_buffer);
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if (srv)
context->PSSetShaderResources (0, num_srv, srv);
context->OMSetRenderTargets (num_rtv, rtv, dsv);
if (!blend_state)
blend_state = quad->blend;
context->OMSetBlendState (blend_state, blend_factor, 0xffffffff);
context->OMSetDepthStencilState (quad->depth_stencil, 1);
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context->DrawIndexed (quad->index_count, 0, 0);
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if (srv)
context->PSSetShaderResources (0, num_srv, clear_view);
context->OMSetRenderTargets (0, NULL, NULL);
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return TRUE;
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}